Example: a monster called Green Hag Obama would have Green as pre-name, Hag as name and Obama as surname. This separation allows Monstershuffler to pick only the 'name' part when writing descriptions inside the stat block.
When a creature is generic, its name is preceded by the article "the" inside descriptions, like "The hag has advantage on Wisdom (Perc[...]"
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Male pronouns: he/his/him/his
Female pronouns: she/her/her/hers
Neutral pronouns: they/their/them/theirs
Thing pronouns: it/its/it/theirs
This value affects descriptions when tags like [they] or [them] are used: they will be automatically converted into the pronouns chosen for the creature. To know more about tags click here.
If you choose (from other sources) Monstershuffler will attempt to find this value inside the creature's template, class or race in that order, and give a default value when none is found.
1 = tiny; 2 = small, 3 = medium, 4 = large, 5 = huge, 6 = gargantuan.
Expressions add dynamic values to statistics. Example: adding '1' as an expression to the size of a medium-sized creature will make it Large, and adding 'LVL/9' will make it grow in size every 9 levels (Hit Dice).
If you choose (from other sources) Monstershuffler will attempt to find this value inside the creature's template, class or race in that order, and give a default value when none is found.
Add a subtype:
In case you didn't know: you can write and add your own subtypes!
Warning: changing the creature's race or race variant will replace all related statistics and actions, including the ones you may have edited.
Warning: changing the creature's profession will replace all related statistics and actions, including the ones you may have edited.
Warning: changing the creature's class or class variant will replace all related statistics and actions, including the ones you may have edited.
Warning: changing the creature's template will replace all related statistics and actions, including the ones you may have edited.
Alignment is randomly determined when a creature is generated inside the NPC Generator. The values above influence the result of the random roll by making it lean towards a certain alignment. Other stats may influence the result as well.
Short Background
Here you can write a very short background to help yourself or other dungeon masters roleplay this creature. Leave it blank if you want to hide this part of the stat block.
Find more ideas on SeventhSanctum.com
If you were to describe this creature's personality, what word would you use? Leave the input blank if you want to hide this part of the stat block.
Armor Class:
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This creature's level is the sum of the Hit Dice found inside these sections:
The Hit Die chosen reflects the creature's size: Tiny: d4, Small: d6, Medium: d8, Large: d10, Huge: d12, Gargantuan: d20.
*You can leave this field blank, as Races and Templates don't necessarily have base Hit Dice.
The Hit Die chosen reflects the creature's size: Tiny: d4, Small: d6, Medium: d8, Large: d10, Huge: d12, Gargantuan: d20.
Speeds (ft):
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Ability scores limit:
A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and Monsters and divine beings can have scores as high as 30.
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Classes usually make characters increase one ability score by 2 every four levels, which translates into the expression (LVL/4)*2 + 2. You should always add a similar expression to the primary ability score of a class.
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If you want to give Expertise (double proficiency) to a saving throw, just add an expression to it with 'PROF' as value.
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If you want to give Expertise (double proficiency) to a skill, just add an expression to it with 'PROF' as value.
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Senses (ft):
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Other settings:
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Setting Telepathy to 0 will forcibly disable it.
Calculate the estimated CR of this creature at two different levels (Hit Dice) and write it below. Monstershuffler will then calculate all the other CRs automatically. You can use the instructions at page 274 of the Dungeon Master's Guide or our tables as reference.
Go to the Hit Points settings and set the level (Hit Dice) of the Creature to 1: what is your estimated CR for this creature as a "level 1" monster?
Now set the level (Hit Dice) to the highest number reasonable for this type of creature: what is your estimated CR at that level?
If you want to create monsters or NPCs that can be used consistently from Challenge Rating 0 to Challenge Rating 30, use expressions whenever possible to make statistics dynamic, and enable/disable actions at the appropriate levels!
All monsters and NPCs usually have their proficiency bonus determined by their Challenge Rating. The option "by Level" helps you create Player Character-like creatures when you need one.
The standard description that precedes Legendary Actions will appear as soon as a Legendary Action is available for the creature.
Action Settings:
Active from level* to level*
*Leave these fields blank if you want this action to be always active.
Description:
Use tags and dynamic values inside descriptions to make this creature reusable. Also check the manual below to understand how to create actions.
List of tags available
Drag and drop values inside the description, or write directly the name of a value between {braces}. Click on values to edit them.
Click on the attributes below to shape the description of this attack:
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*You can leave these fields blank.
*You can leave these fields blank.
You may want to use the expression "8+PROF+ability" for saving throws, where ability is the ability score modifier related to this action (STR DEX CON INT WIS CHA).
Values in "feet"/"-feet" should always be multiplied by 5 because of the way length is measured in D&D battle maps. The length of the fiery breath of a dragon that grows in size every two levels could be written like this"(LVL\2)*5".
This type of value is used inside Multiattack descriptions. It is based on the "Extra attack" feature of the Fighter Class and many melee-type official monsters apparently follow the same rule. These are the results it gives:
Before level 5: one attack
From level 5: two attacks
From level 11: three attacks
From level 20: four attacks
From level 32: five attacks
...giving one extra attack after x levels + 3, where x was the previous interval.
Add a bonus to attack values:
Spellcasting ability:
If you choose (from other sources) Monstershuffler will attempt to find this value inside the creature's template, class or race in that order, and give a default value when none is found.
Spell groups:
Spell groups are lists of spells that become available to a creature at a chosen level.
When available, spells are then sorted by their number of uses per day, to create the standard D&D5e spell list for monsters.
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Adds
10
Medusa
Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Multiattack. The medusa makes either three melee attacks—one with its snake hair and two with its Shortsword—or two ranged attacks with its Longbow.
Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft, one target. Hit: 6 (1d8 + 2) piercing damage plus 10 (3d6) poison damage.
A medusa was a monstrous and hateful creature that was capable of petrifying any creature that met its gaze.
Description
Typical medusae had scaly skins of either pale or earthy color. Their eyes glowed with an intense red color and, instead of hair, their heads were covered in a mass of 1‑foot-long (30‑centimeter) living venomous serpents. Despite those features, from large distances they could easily be mistaken by ordinary humans. For that reason, it was common for medusae to hide their features behind hoods or veils.
People cursed into becoming medusae could belong to either sex and both male and female medusae created by such curses were similar in form and capabilities.
Variants
An uncommon variant of medusa known as a greater medusa had the lower torso of a snake and its entire body covered by thin scales, with a total body length of 20 feet (6.1 meters). They produced considerably more potent poison, which rendered even their skins harmful to the touch. They also used their innate poison to coat their weapons and arrows.
In the Utter East, variants of medusae similar to greater medusae were sometimes referred to as "gorgons" (not to be confused with the iron-skinned bulls of the same name). While their look could petrify a living creature, it was reported that the effect was usually temporary. They lurked within the ruins of Phantom Pass and Old Stone Keep and in the Puzzle Palace.
An extremely rare variant of male medusa was known as a maedar, which lacked the head serpents and the petrifying gaze of regular medusae, but possessed great physical strength and in some cases a poisonous weakening gaze.
Personality
Most medusae despised their own powers and viewed their abilities as a curse. They directed their frustration and anger outwards, seeking to petrify any living creature they encountered, and only used restraint when hunting prey for food or when searching for a mate.
Abilities
The glowing red eyes of a medusa were feared for their petrifying power. Anyone within a range of 30 feet (9.1 meters) of a medusa who looked at its eyes could be transformed into lifeless stone within seconds, at the medusa's discretion. It was possible to resist that power through extraordinary physical resilience, or by averting one's eyes from the medusa's. The petrification was permanent, unless reversed with magic such as a greater restoration spell or similar.
A medusa's vision and petrifying gaze also reached into the Ethereal and the Astral Plane. In the Border Ethereal, as a result of the plane's obscuring nature, the creature's features could only be recognized at dangerously close distances: its bright red eyes could only be seen from 30 feet (9.1 meters) or less, while the serpents were only visible from a distance of less than 12 feet (3.7 meters). Although a medusa's gaze affected creatures in the Ethereal, its head snakes and physical attacks had no effect on ethereal targets.
A medusa was immune to the petrifying stare of other medusae, but was susceptible to be turned into stone by its own gaze, for example when looking at its own reflection in a mirror or other reflective surface. Even after death, a medusa's eyes retained their power for several days, becoming weaker as the corpse decayed.
Combat
A medusa's typical strategy was to lure potential victims within the 30‑foot (9.1‑meter) range of its gaze and then induce them into looking in its eyes. If the victims managed to avert their eyes in time, the medusa followed up with powerful attacks from its head serpents, whose venom was potent enough to severely poison or even kill a creature. If none of those strategies succeeded, medusae were also competent with a number of weapons, such as knives, short swords shortbows, and longbows. Many medusae were considered skilled archers and some greater medusae were known to coat arrows with their poisonous saliva or blood.
Society
Medusae prefered to live alone or in small groups, but they desired treasures and dominance over other humanoid societies. It was common for a group of medusae to seek to rule a rural community as a reclusive royal family, or for a lone medusa to become a crime lord or the leader of an assassin's guild. They were typically seen in the company of creatures who were immune to their gaze, such as grimlocks and gargoyles, though they were also known to gather humanoid servants. Medusae and maedar formed monogamous relationships and usually mated for life, forming a powerful emotional bond that bordered on obsession.
Medusae typically made their homes in dark caves or large abandoned structures. Their lairs progressively fell into a state of disrepair, riddled with shadowy overgrowth, hiding places, and obstacles, usually inhabited by nests of venomous serpents. While they enjoyed keeping the petrified statues of their victims as trophies or decoration for their lairs, some medusae also destroyed most of their victims' remains in order to make their lairs less immediately recognizable by wary adventurers.
It was common for medusae to associate with equally powerful or stronger creatures. In particular, medusae held yuan-ti in high regard, so small groups of medusae and maedar often allied with them to work together.
As a result of their ability to perceive and influence the Ethereal Plane, a few medusae made their home in the Border Ethereal. The gaze from an ethereal medusa could just as easily petrify a victim in the Prime Material plane, which made them terrifying opponents. Earth half-elemental medusae were also known to inhabit the caves of the Elemental Plane of Earth.
A few powerful medusae also made their home in Olympus and elsewhere in the first layer of Arborea, as well as in Ysgard. In the Lower planes, half-fiendish medusae could also be found in the Abyss and the Nine Hells.
Religion
Medusae respected the Titan Skoraeus Stonebones, but they did not worship him. Rather, religious medusae worshiped the naga deity Shekinester, who they called Shekenster. The yuan-ti god Sseth was known to favor medusae and maedar, often working through them.
Ecology
Physiology
Medusae ate sparingly and had small appetites. Mated couples of medusae and maedar usually fed by the use of the maedar's ability to turn broken fragments of petrified victims back into flesh. Among vegetable sources of food, medusae were particularly fond of shriekers and other fungi.
Reproduction
Medusae could reproduce by mating amongst themselves and with other humanoids. If mating with a human, a female medusa produced a clutch of between two and six eggs that always hatched into female medusae. The fate of a human after mating with a medusa was usually death by petrification.
If a medusa and a maedar mated, the eggs produced human offspring in 99% of the cases, in which case the babies were immediately petrified upon seeing their mother. In only 1% of the cases, a maedar was born.
Medusae laid their eggs within one month of mating, and the eggs had an incubation period of eight months. Young medusa hatchlings resembled human baby girls with green stubby tendrils growing from their heads, which came alive as serpents once they reached two years of age. Young medusae matured at the same rate as humans, and acquired the ability to petrify others upon reaching adolescence.
Uses
The blood of medusae had special properties that allowed it to reverse the process of petrification. In order for it to work, the blood needed to be applied to the petrified creature's mouth or lips by a skilled healer. It could only reverse the condition if the victim had been petrified within 24 hours. Medusa blood could also be used to craft potions of human control and potions of mammal control. Older medusae were capable of brewing potions that could restore petrified creatures, which they traded amongst themselves and employed to restore petrified creatures by accident.
The venom from a medusa's snakes was renowned among assassins for its potency. It was one of the required material components to scribe a scroll of protection from petrification. Each scroll required 1 fluid scruple (1.2 milliliters) of venom, in addition to other ingredients. A medusa's eyes could also be used as an ingredient for the scroll.
The head snakes themselves could be harvested to produce potions of reptile control. However, they were rarely harvested due to the horrible stench that emanated from them after death.
The stone from petrified corpses of medusae victims, when pulverized, could be used as a material component for spells that contacted denizens of other planes. This practice, however, tended to be restricted to evil priests, but Zhentarim agents were sometimes known to collect them for use in their spells.
This article uses material from the “Medusa” article on the Forgotten Realms wiki at Fandom and is licensed under the Creative Commons Attribution-Share Alike License.